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[MOD]DeadAir Mods
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Re: [MOD]DeadAir Mods
Uploaded a patch to tater on github, should fix it for the 4.0 beta.
Re: [MOD]DeadAir Mods
Thanks for the update. Interestingly, my basic Tater Traders seemed to be working OK in the 4.0 beta, but I'll of course apply the update.
Note: regarding my earlier post, I only seem to get that odd fps drop when using the Deadair Map mod, never when on the normal map, so I assumed it was somehow related to something part of the new Map, as the rest of my mods remain unchanged. I've been playing the regular map recently.
Scoob.
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Re: [MOD]DeadAir Mods
Glad to see you have returned, even if it's only part time. I just started playing again after a long break myself and the game isn't the same without your mods being functional!
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana
Re: [MOD]DeadAir Mods
Yep, this is single best mod for x4 next to vro. I am kinda worried what will happen when 4.0 comes out. Universe map will be probably broken ;/
Big universe is more important to me than terrans, so I will probably not buy dlc.
Re: [MOD]DeadAir Mods
I'm taking DAGO in a different direction. Minimal changes to vanilla map but you will be able to choose a little bit of expansion or the full amount.
Re: [MOD]DeadAir Mods
Hi there ! I really like your tatertrader and I thank you for the 4.0beta update. Are you going to update DAGO for the 4.0beta too ? (maybe it's already compatible ?) I'm really interested in it !
Edit : I tried it and found out that xenons and some others factions disappeared. Is it a known bug, or is it a problem due to the 4.0beta ?
Edit 2 : Just needed to discover those faction's ships or sectors. Thank you for this mod, even if I have frame drops every 5sec
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Re: [MOD]DeadAir Mods
Awesome, I can't wait to check out your work.DeadAirRT wrote: ↑Sat, 23. Jan 21, 00:24I'm taking DAGO in a different direction. Minimal changes to vanilla map but you will be able to choose a little bit of expansion or the full amount.
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Re: [MOD]DeadAir Mods
The star wars that adds factions or removes the vanilla factions? I haven't actually been keeping tabs on their progress.Mjdecker1234 wrote: ↑Sun, 21. Feb 21, 10:05Hope i'm quoting or tagging you properly (Idk if I am). For your mods, I assume if I go to Github I can choose what ones I want to use? (for say if I didnt want to use all of them). And are they all compatible with the star wars mod?
If it is just the one that adds factions; fill, ware, and dynamic wars should work
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Re: [MOD]DeadAir Mods
Yeah they work, thanksDeadAirRT wrote: ↑Sun, 21. Feb 21, 20:29The star wars that adds factions or removes the vanilla factions? I haven't actually been keeping tabs on their progress.Mjdecker1234 wrote: ↑Sun, 21. Feb 21, 10:05Hope i'm quoting or tagging you properly (Idk if I am). For your mods, I assume if I go to Github I can choose what ones I want to use? (for say if I didnt want to use all of them). And are they all compatible with the star wars mod?
If it is just the one that adds factions; fill, ware, and dynamic wars should work
Re: [MOD]DeadAir Mods
Hey DeadAir, do you mind if I make a version of the dynamicrelations for my corporations mod? I was going to add diplomatic options and such but you already did most of the work.
Are you aware of this error by the way:
Are you aware of this error by the way:
Code: Select all
[=ERROR=] 4017.23 Error in MD cue md.DynamicWarConversations.DWC_Main_SelectFaction_Handler<inst:8f9e4e>: Property lookup failed: event.param2.{3}
* Expression: event.param2.{3} != null and event.param2.{4} != null
* Action: <do_if>, line 54
[General] 4017.23 ======================================
Re: [MOD]DeadAir Mods
yeah basically you talk to the manager and choose to either see the relation or try to change the relation, and you can hit next to go to the next options (factions) and then it eventually keeps going forever, u can keep hitting next without end even when there are no options to choose from.
Re: [MOD]DeadAir Mods
I'm not surprised I missed something like that. The conversation stuff really is much more difficult for me than regular md for some reason. I got a lot of help from iforgotmysocks on that. I was probably going to eventually change that stuff over to sir nukes menus when I get around to it.
I'll put my most recent code onto git here in a bit so you can work from whatever I've updated (if I did change anything). I've been working on my factions/map mostly so I'm not sure which of my repos are up to date lol.
Re: [MOD]DeadAir Mods
Here is the specific code that seems to be causing the error.DeadAirRT wrote: ↑Wed, 24. Feb 21, 22:12I'm not surprised I missed something like that. The conversation stuff really is much more difficult for me than regular md for some reason. I got a lot of help from iforgotmysocks on that. I was probably going to eventually change that stuff over to sir nukes menus when I get around to it.
I'll put my most recent code onto git here in a bit so you can work from whatever I've updated (if I did change anything). I've been working on my factions/map mostly so I'm not sure which of my repos are up to date lol.
Code: Select all
<do_if value="event.param2.{3} != null and event.param2.{4} != null">
<reward_player money="event.param2.{4} * -1"/>
<set_faction_relation faction="event.param2.{2}" otherfaction="event.object.trueowner" value="0"/>
<set_faction_relation faction="event.object.trueowner" otherfaction="event.param2.{2}" value="0"/>
</do_if>
Code: Select all
Property lookup failed: event.param2.{3}
This looks like the code that takes money from the player, I am assuming for when you want to buy relation change. Not sure what the event.param2.{3} is supposed to refer to though as there is no reference before this. Later I see that event.param2.{3} refers to different relation states (like kill, friend, etc.)
Re: [MOD]DeadAir Mods
It has to do with event_conversation_returned_to_section and event_conversation_next_section. Event.param2 = choice parameter.
I just tested it, and it does still indeed work although since I reference things that don't exist until you return to said page, it kicks out a few errors. I could suppress them with an @ but from my testing, it is functional.
edit: and ew, the factions are hard coded.
Re: [MOD]DeadAir Mods
This Mod is just F-A-N-T-A-S-T-I-C
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Re: [MOD]DeadAir Mods
Indeed it is. However, this thread I believe is outdated. Make sure you are using his latest versions: viewtopic.php?f=181&t=434243
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana
- GameBurrow
- Posts: 49
- Joined: Sat, 8. Dec 18, 16:48
Re: [MOD]DeadAir Mods
Does TaterTrade need some kind of COH compatilbility update? When I limited TaterTrade to Terrain only goods (selected each ware manually) and to TER/PIO sectors, it didn't find anything to do.
I use Steam Workshop version (but atm I've downloaded latest from Github (1.13) and overwitten it until Steam version is up to date again).
I use Steam Workshop version (but atm I've downloaded latest from Github (1.13) and overwitten it until Steam version is up to date again).
Last edited by GameBurrow on Wed, 17. Mar 21, 17:21, edited 1 time in total.